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mrbunnybanParticipantthe Brawny perk will bump initiative back up.
Wait what? Brawny also affects initiative, not just fatigue?
mrbunnybanParticipantUnless you’re consistently getting +1 ranged defense increases, as far as the defense goes, using Initiative at +5 (which translates to basically +1/+2) is worse off than just picking up ranged defense. Dodge and Anticipation interfere with each other as far as choosing bonus points go; ranged fighters typically get ranged attack, max fatigue, and optionally max hp to prevent one-shots from heavy crossbows to the face (through their mail coif). Meaning you really only have one other stat to invest in: defenses, or initiative.
But sinking points into initiative also boosts initiative, which lends itself into many other benefits (say an overwhelming suppressing fire build. Enemy archers and even polearm users are no longer a problem.)
Besides, the perk uses your total net initiative, not only the extra points you dedicate to it every level up. You really don’t need to sink many points into initiative in order to greatly benefit from this perk. Equipment choice matters more.
mrbunnybanParticipantThe Anticipation bonus to ranged defence is 1+ 10% of base ranged defence (not including shields, Dodge and any trait or morale effects). So, with 20 base defence and a range of 6 tiles, the bonus would be (1+2=3)x6 = 18 added to 20 for 38 ranged defence (+ any Dodge or morale/trait bonuses).
I think the old Dodge was too under-powerful. It was alluring, since it offered some free defence that was approximately equivalent to a shield, but all it took was a tiny scratch to the armour (with no hit point damage) and it was gone for good. That didn’t make much conceptual sense, to suddenly and permanently lose 10-20 melee and ranged defence because of an armour scratch.
I always thought maybe the strength of the bonus should gradually be reduced by a % equal to the % of hit points that had been lost.
Given that everyone’s been up in arms about the vulnerability of their ranged fighters, and indeed all of their fighters in the face of overwhelming hordes of enemies (including pikemen benefitting from multiple surround bonuses), a persistent Dodge bonus seems quite reasonable (especially since it is based on an initiative that now more readily drops because of fatigue imposed by enemy attacks).
It’s seemed to me that fighters with a heater shield, high initiative, the Dodge perk and 10-15 base melee defence tend to be hit only on odd occasions in typical melee fights (even when in contact with ~3 enemy melee fighters), but that they become suddenly super-vulnerable when there are lots of pikemen behind those enemies. That’s when you realize you need Underdog instead of a sexier offensive perk.
Oh, is THAT how the calculation for anticipation is? Thanks for the correction, that makes more sense.
mrbunnybanParticipantWell. Skeletons do have high resistance against arrows but their armor doesn’t. I still run archers with a polearm in their inventory against them to destroy poler’s armor before they come close. Overwhelm is also very powerful to protect your front line against polers.
And while spears don’t do a lot of damage against skeletons I still use 2 spear wallers to cover the flanks and have the rest wield hammers/swords and flails or axes to get rid or ignore shields.Also since the most recent rework of geists it’s actually feasible to kill them with archers before they can come close.
Wait what? You can shoot geists now???
mrbunnybanParticipantDid something happen in the last update that made the game faster? Like on the map it’s normal but on combat everything seems to move faster and I’m not using any kind of cheat to make the game faster. I’m not complaining, I was just wondering if it happens only to me.
Maybe you’re much better? Was there a patch that reduced leveling requirements?
I restarted for the 3rd time since the full release with new tactics and boy is the game flowing much more smoothly!
mrbunnybanParticipantIt’s basically two more perks – duelist and throwing weapons – on my archers, who no longer need perks to help them with polearms.
Then they can actually help when fighting skeletons!
Throwing axes may be considered projectiles, which skeletons resist anyway?
For some reason I thought skeletons resisted like, bolts and arrows. Didn’t think throwing axes would be included. I guess if it’s projectiles that would still make sense as to why spears work okay with them and, yeah, I guess that makes that thought worthless.
Again, I have bad news for you.
From the wiki:
“Extremely resistant to ranged attacks (80%) [1]
Resistant to piercing attack (50%) (avoid lances and switch billhooks/pikes for goblin halberd)”Other than the weapons mentioned, I think Long Axes are good, but not spears and daggers.
Edit: Even better, from the dev’s mouth:
“Skeletons have a 50% resistance against spears and daggers, and 80% resistance against ranged weapons. Maces and Swords inflict roughly the same damage to their health, depending on the type of mace and sword of course, but maces crush their armor faster.”
mrbunnybanParticipantIt’s basically two more perks – duelist and throwing weapons – on my archers, who no longer need perks to help them with polearms.
Then they can actually help when fighting skeletons!
Throwing axes may be considered projectiles, which skeletons resist anyway?
mrbunnybanParticipantYep, stressful. Ironicly with current balance more fame (as you may think good for mercs) =/= better. Nothing so profitable comes from it, only troubles. Avoiding rising it (or slowing process down) is viable tactic for more safer difficulty curve.
Anyway, no matter what you doing (if playing on vet) one day game slams you with mostly impossible fights (30 +, even 40 + elite tier enemies), witch can only be “scummed” with save-loads or cheap “kill 5 guys – retreat – repeat”.
Currently there is achievment about black monolith — no matter difficulty, it has 47 ancient undeads (7 necrosavants, 3 priests, rest hounour guard/legioniers). Anyone won it with one battle? How?
The devs mentioned that folks beat it within an hour of it being introduced if I’m not mistaken.
mrbunnybanParticipantThough personally I think it should have more to do with the equipment a bro is currently holding – hilarious as it may be I find gobbling up my pikemen – weapon pointy end towards the stomach, one would assume – rather unbelievable.
This, so much this lol.
mrbunnybanParticipantWhat are you talking about?
I had no idea weaponsmiths and armorsmiths had a weapon/armor repair service as I couldn’t find it even though the description clearly states these buildings provide such a service. Did you know the weapon/armor smith had repair services?
mrbunnybanParticipantI think it’s okay as is. Even fighting packs of 22 nachs including some already partially fed and a few fully fed ones seems interesting to fight as it currently stands, auto-eating mechanic and all. I usually only get one brother eaten every fight, but he’s unhurt when he comes out.
mrbunnybanParticipantYes, they do. Works the same as in your inventory – only for a price.
Wait, what? Really? Excuse me a while I check… OH, now I see it! Guh. My bad. The interface was pretty obscure though. I wonder if I’m the only person who didn’t notice how to use this feature. I’ll ask other folks on the forums.
mrbunnybanParticipantThanks for the responses and links guys. Certainly gives me some food for thought. I’ll keep playing with my badly perked up brotehr buut but there is much I can do to improve my builds in the future.
mrbunnybanParticipantUse it on new recruits so they can catch up to your high level bros faster? That’s what I do anyway
mrbunnybanParticipantWhaaaaat? That tip on the strong trait is VERY interesting information, thank you for sharing.
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